evilserran
2014-02-07, 09:42 AM
I came up with a fun concept i want to try, any opinions would be awesome as well as advice.
In my world, it has mostly been destroyed, most gods are dead, dying or very weak. There are a few heroes that hid from the giant war that ravaged the world and are currently residing in a town. My PC's are trying to bring Mystra back to life via 7 essence orbs that summon shenron... errr... that will force her soul back to the weave.
The main enemy is a Vampiric, mummified Marillith with 15 levels of sorcerer. I gave her two bonus feats to make her a raid monster. She had DOUBLED hp bringing her to nearly 1400 hp. She is gargantuan, causing her to have longer reach, but lower ac's and easier to hit, however her weapons went much larger, to 2d6. She goes into initiative twice, once to cast spells, and once to melee. She can move on either turn.
The party is level 10 (might be 11 by the time they get to her. Naturally, they are dramatically underpowered to win this fight. Several of these hidden heroes have become friends with the party. So far they have got the word of 4 to help
Level 13 scout/12 ranger shade, Treasure of Mask
Level 20 bard/5 Arcane archer, Lady Sisca the beautiful
Level 18 Fighter/4 Kensai/3 Barbarian Firbolg tank with 44 ac, 459 hp and dr15
Minster 15 Wizard/10 Archmage
What these four do is pretty obvious. on top of that they have a chance to find
Serran, a cloistered cleric who can cast an epic Aid/Rage combination that lasts for 24 hours. Hp +100, AC+10, Hit +10, Damage + 5 but he most likely will not fight.
Orso and olf aged 20 Druid/5 Master of Many forms who has taken the vow of nonviolence, but has mastered healing powers from ranged, and has a bevvy of animals that will protect him.
Nameless the half celestial halfling Monk 20/scout 5
So far i have tested the highest dps in the party they can do 50-100 points of damage, the shade can do 100-150 so i think her defenses are good, i might need to wittle down her damage though.
On top of that, all her spells are summons or aoe's with the ability to change the shapes of the aoes to suit her needs. The first half of the fight she will just keep summoning more monsters usually the d4 or 2d4 options. The shade will most likely be able to drop 2-4 a round as well as the archmage. I like to think i am a fluid DM and if this goes sideways real fast i can swap some stuff around
(grammar correction edit)
In my world, it has mostly been destroyed, most gods are dead, dying or very weak. There are a few heroes that hid from the giant war that ravaged the world and are currently residing in a town. My PC's are trying to bring Mystra back to life via 7 essence orbs that summon shenron... errr... that will force her soul back to the weave.
The main enemy is a Vampiric, mummified Marillith with 15 levels of sorcerer. I gave her two bonus feats to make her a raid monster. She had DOUBLED hp bringing her to nearly 1400 hp. She is gargantuan, causing her to have longer reach, but lower ac's and easier to hit, however her weapons went much larger, to 2d6. She goes into initiative twice, once to cast spells, and once to melee. She can move on either turn.
The party is level 10 (might be 11 by the time they get to her. Naturally, they are dramatically underpowered to win this fight. Several of these hidden heroes have become friends with the party. So far they have got the word of 4 to help
Level 13 scout/12 ranger shade, Treasure of Mask
Level 20 bard/5 Arcane archer, Lady Sisca the beautiful
Level 18 Fighter/4 Kensai/3 Barbarian Firbolg tank with 44 ac, 459 hp and dr15
Minster 15 Wizard/10 Archmage
What these four do is pretty obvious. on top of that they have a chance to find
Serran, a cloistered cleric who can cast an epic Aid/Rage combination that lasts for 24 hours. Hp +100, AC+10, Hit +10, Damage + 5 but he most likely will not fight.
Orso and olf aged 20 Druid/5 Master of Many forms who has taken the vow of nonviolence, but has mastered healing powers from ranged, and has a bevvy of animals that will protect him.
Nameless the half celestial halfling Monk 20/scout 5
So far i have tested the highest dps in the party they can do 50-100 points of damage, the shade can do 100-150 so i think her defenses are good, i might need to wittle down her damage though.
On top of that, all her spells are summons or aoe's with the ability to change the shapes of the aoes to suit her needs. The first half of the fight she will just keep summoning more monsters usually the d4 or 2d4 options. The shade will most likely be able to drop 2-4 a round as well as the archmage. I like to think i am a fluid DM and if this goes sideways real fast i can swap some stuff around
(grammar correction edit)